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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by FPI Productions
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FPI Productions

Goomba
Level: 11

Posts: 1/33
EXP: 4629
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Since: 03-16-04
From: Germany

Since last post: 9 days
Last activity: 12 hours
Posted on 03-17-04 09:19 PM, in Super Mario World - new hacks Link
I agree with the others.
You should really change the palette. Especially the pipe and the coins in the second pic are looking very strange, but mostly all other stuff in some ways, too.

BTW, a very big time limit O_o
FPI Productions

Goomba
Level: 11

Posts: 2/33
EXP: 4629
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Since: 03-16-04
From: Germany

Since last post: 9 days
Last activity: 12 hours
Posted on 03-20-04 04:14 PM, in Screenies Link
Hm, some of the castle pics are looking very "empty". Maybe you should add more coins or whatver to make it looking a bit more interesting.

But I like all the other screens very much and the level design looks cool, too. Keep up the good work!


(edited by FPI Productions on 03-20-04 07:14 AM)
FPI Productions

Goomba
Level: 11

Posts: 3/33
EXP: 4629
For next: 1356

Since: 03-16-04
From: Germany

Since last post: 9 days
Last activity: 12 hours
Posted on 05-11-04 11:29 PM, in some Mario legends screenshots Link
Why everyone wants to change the BG in the Outside-Castle-level?
Ok, it isn't so original, because it's an original SMW-Background, but I really like the look in addition with the castle in the foreground. It should work... imho!


(edited by FPI Productions on 05-11-04 02:30 PM)
FPI Productions

Goomba
Level: 11

Posts: 4/33
EXP: 4629
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Since: 03-16-04
From: Germany

Since last post: 9 days
Last activity: 12 hours
Posted on 05-24-04 09:43 AM, in Super Mario Land 4 screen shot thread Link
About the castle pics: I agree with Aioria, the grey and orange colours don't fit together.

The labyrinth Zone-screen: The graphics from Sonic are great to use at all, but for the screen, it looks very bland. The walls are bland, and there are no things like coins and/or enemies. ( That's a problem with all the castle screens, too)

Ok the level in the Title screen isn't edited I think, it's just the Demo World level.
FPI Productions

Goomba
Level: 11

Posts: 5/33
EXP: 4629
For next: 1356

Since: 03-16-04
From: Germany

Since last post: 9 days
Last activity: 12 hours
Posted on 05-29-04 12:08 AM, in SMWR screenshots Link
It looks great as always. I'm sure I will check it out, when the demo comes out!
FPI Productions

Goomba
Level: 11

Posts: 6/33
EXP: 4629
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Since: 03-16-04
From: Germany

Since last post: 9 days
Last activity: 12 hours
Posted on 09-25-05 02:49 PM, in Level Design on paper anyone? Link
Before I realised that there is a tool like Lunar Magic I did level design only on paper. It wasn't really playable that way but as was fun for me to do shit like this. I drawed severeal Mario-related-levels, but not really a complete game, off course.

But I also finished a complete 100-level-game only on paper. I tried to "copy" some of them with LM in my Mario-hack, too, but if you ask me, it's boring. It's much more fun to create new stuff.
So there will be only two "paper"-level in my upcoming hack. For example, this one will included in SRPII:
http://www.fpi-productions.de/various/badventure.jpg
I drawed this ca. 10 years ago if I remember right.
FPI Productions

Goomba
Level: 11

Posts: 7/33
EXP: 4629
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Since: 03-16-04
From: Germany

Since last post: 9 days
Last activity: 12 hours
Posted on 09-26-05 07:14 PM, in Level Design on paper anyone? Link
Yeah, as I stated before this uhm, "game" has nothing to do with LM in particular. I used the level finally in LM, but 10 years ago I never thought about that. I thought it was impossible to create levels so easy like you can do with Lunar Magic, but it was ever my dream to create some shit like that which is really playable and not just on paper.
FPI Productions

Goomba
Level: 11

Posts: 8/33
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Since: 03-16-04
From: Germany

Since last post: 9 days
Last activity: 12 hours
Posted on 10-02-05 10:38 AM, in Problem with ExGFX Link
Originally posted by SMT


Can anybody explain this point a bit more exactly? (Or in German?)



Yeah, maybe I can help you...

Versteh ich das richtig, dass dein Problem ist, dass du die ExGFX Files geladen hast, aber dennoch die Objekte wie der Boden oder andere Platformen nur so dargestellt werden wie auf dem Bild? Wenn ja, ganz einfach. Das liegt daran, dass du zwar jetzt neue Grafiken geladen hast, das Game weiß dadurch aber noch lange nicht an welcher HEX-Adresse sich die neuen Grafiken befinden, da musste dir im 16x16 Tile editor erst was zu sammen basteln. Durch das Laden von ExGFX-Files werden (meistens) die ganzen Standartobjekte unbrauchbar, da sich kaum einer die Mühe macht, die Grafiken, die sich in der ExGFX-File befinden, dort so anzuordnen, dass sie mit den normalen Grafik-positionen übereinstimmen. Das ist aber schwer zu erklären. Da kann man aber ab Hilfe schaffen und zwar mit Hilfe des 16x16-Tile editors und des 8x8-Tile Editors. Such dir im 16x16-Tile editor Platz, der noch nicht belegt ist. Im 8x8-Tile editor siehst du, an welchen Adressen sich die Grafiken befinden, die du für den Level brauchst. Diese gibst du dann im 16x16 Tile editor ein, über den Button "Edit 16x16 Attributes".

Du musst den jewieligen 16x16-Tiles auch Eigenschaften zuordnen. Auf dem Beispielbild ist es "130", die Adresse des Zementblocks. Wie das ganze im 16x16 Tile editor letztendlich funktioniert, ist auch ganz gut in der Hilfe-datei von Lunar Magic beschrieben, obwohl die in Englisch ist. Es ist auf jeden Fall nicht so schwer, wie es auf dem ersten Blick erscheinen mag.
FPI Productions

Goomba
Level: 11

Posts: 9/33
EXP: 4629
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Since: 03-16-04
From: Germany

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Last activity: 12 hours
Posted on 10-02-05 11:14 AM, in Solar Soundtrack ~ approaching the final phase. Link
I'm not sure if this is asked before or not, but would it be possible to have "more" tracks in SMW than SMW have? SMW have a couple of tracks, and in LM you have this long list with all the "Not Used" and so on. Would it be possible to add more working tracks than the original game have, or it is only to replace the existing tracks?
FPI Productions

Goomba
Level: 11

Posts: 10/33
EXP: 4629
For next: 1356

Since: 03-16-04
From: Germany

Since last post: 9 days
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Posted on 10-02-05 01:36 PM, in Question about the End Sequence Link
Is there any way to use only the credits for the Ending?
Or for example is there a way to "jump" directly to the "THE END"-screen after the credits, so that you leave the Cast-sequence out?
FPI Productions

Goomba
Level: 11

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EXP: 4629
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Since: 03-16-04
From: Germany

Since last post: 9 days
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Posted on 10-03-05 03:28 AM, in Question about the End Sequence Link
Originally posted by Zachio
He means the part where the Yoshi Eggs Hatch. I don't know how to do that, though.


No, I don't mean the Yoshi Egg sequence. It's not really neccessary for me, but I have also no reason to leave it out. Sakura was right, I meant the Enemy list.

Maybe there is a way to make it all black, but it would be boring and I'm also not so sure what I have to do to make it all black (level, sprites and the enemy names).
FPI Productions

Goomba
Level: 11

Posts: 12/33
EXP: 4629
For next: 1356

Since: 03-16-04
From: Germany

Since last post: 9 days
Last activity: 12 hours
Posted on 10-03-05 04:09 AM, in The aptly named DDCecil's SMW... Link
I would say the first screen is the best one.
I like also the idea to make a level b/w, but the pallette here is badly changed.
I'm not so sure about the Atari-thing. Maybe it would be a nice idea for some kind of bonus level, but I never played Atari. so I can't really say something about that. But it would be cool to make the sprites in that area that simple, too.


(edited by FPI Productions on 10-02-05 07:11 PM)
FPI Productions

Goomba
Level: 11

Posts: 13/33
EXP: 4629
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Since: 03-16-04
From: Germany

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Posted on 10-03-05 04:50 AM, in Solar Soundtrack ~ approaching the final phase. Link
According to Sukasa's answer I would say yes.
But we will see. It would be very cool, of course.
FPI Productions

Goomba
Level: 11

Posts: 14/33
EXP: 4629
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Since: 03-16-04
From: Germany

Since last post: 9 days
Last activity: 12 hours
Posted on 10-04-05 08:04 PM, in some new screenies (no blood ;) ) Link
The screens are really great indeed.
I like especially the BG's.
Only the Yoshi coins are looking a bit ugly, but that's all.
FPI Productions

Goomba
Level: 11

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Since: 03-16-04
From: Germany

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Posted on 10-04-05 09:26 PM, in Question about the End Sequence Link
Thanks a lot, that's exactly what I wanted!
I just tried it right now, and it worked so far.
It's a bit buggy, I would say.

After the Yoshi-egg sequence, the screen goes to black directly and then back to the Yoshi screen (only for a second or shorter) - then the Ending screen with Mario, Luigi and the Princess appears, which fades to black directly (which is a funny thing, as far as I remember in the original game this screen never fades out)

But nevertheless, I think I will use this. It's still better than the alternative,
so thanks a lot again for your help!
FPI Productions

Goomba
Level: 11

Posts: 16/33
EXP: 4629
For next: 1356

Since: 03-16-04
From: Germany

Since last post: 9 days
Last activity: 12 hours
Posted on 10-05-05 08:39 AM, in Ridable Banzai Bill Link
Yeah, it was Layer 2 actually.

I think it's a better way to create a Banzai Bill-object with ExGFX instead of hacking the sprite. First, it would be much more difficult, and Banzai Bill is a really big sprite. I think, you can't really use many other sprites in a level if you have Banzai Bill (as an sprite) on screen all the time.


(edited by FPI Productions on 10-04-05 11:45 PM)
FPI Productions

Goomba
Level: 11

Posts: 17/33
EXP: 4629
For next: 1356

Since: 03-16-04
From: Germany

Since last post: 9 days
Last activity: 12 hours
Posted on 10-06-05 07:45 PM, in Is this supposed to happen? Link
Originally posted by Knight of Time
Just mess around with the settings until you come up with the right one.


I think there is an easier way for this. Instead of trying every setting, you could just open an unhacken SMW-rom, go to a level area which contains for example a big boo or the bubbles, Banzai Bill or whatever and take a look which setting is used in this area. So you can't be wrong.


(edited by FPI Productions on 10-06-05 10:46 AM)
FPI Productions

Goomba
Level: 11

Posts: 18/33
EXP: 4629
For next: 1356

Since: 03-16-04
From: Germany

Since last post: 9 days
Last activity: 12 hours
Posted on 10-08-05 11:44 PM, in SMB3 Screenshots (Insectduel) Link
The GFX looks excellent, but besides the first screen, I'm really missing some stuff like enemies or coins or something like that in the screens. It look's very empty, but maybe it's empty, because it's lost!?


(edited by FPI Productions on 10-08-05 02:44 PM)
FPI Productions

Goomba
Level: 11

Posts: 19/33
EXP: 4629
For next: 1356

Since: 03-16-04
From: Germany

Since last post: 9 days
Last activity: 12 hours
Posted on 10-08-05 11:47 PM, in Where are all the games to play? Link
I agree, and in fact I'm really wondering why no one did this already since today.
FPI Productions

Goomba
Level: 11

Posts: 20/33
EXP: 4629
For next: 1356

Since: 03-16-04
From: Germany

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Last activity: 12 hours
Posted on 10-09-05 03:10 AM, in Where are all the games to play? Link
That's not the same. I was talking about a single site where you could upload hacks and so on, and all the ips-files are online on ONE single site. The problem with this board is, that you have a lot of dead links, if you are looking for an older hack. You could for example take a look at zophar's domain which have a lot hacks hosted, but without any really helpful comments or screenshots.
A lot of hacks are also available in the "GoodSNES"-rom-archieve, but one time more, you haven't comments or screens or whatever about the hack.
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